enum name cleanup: DIFFICULTY_* -> Difficulty_*
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@@ -433,7 +433,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData *> &arrayWheelItemDat
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// obey order specified by the preferred sort list
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break;
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case SORT_ROULETTE:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Easy );
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if( (bool)PREFSMAN->m_bPreferredSortUsesGroups )
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stable_sort( arraySongs.begin(), arraySongs.end(), SongUtil::CompareSongPointersByGroup );
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bUseSections = false;
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@@ -463,16 +463,16 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData *> &arrayWheelItemDat
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SongUtil::SortSongPointerArrayByGenre( arraySongs );
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break;
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case SORT_EASY_METER:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Easy );
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break;
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case SORT_MEDIUM_METER:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM );
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Medium );
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break;
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case SORT_HARD_METER:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD );
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Hard );
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break;
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case SORT_CHALLENGE_METER:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_CHALLENGE );
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Challenge );
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break;
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default:
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ASSERT(0); // unhandled SortOrder
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@@ -737,10 +737,10 @@ void MusicWheel::UpdateSwitch()
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Difficulty dc = Difficulty_Invalid;
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switch( GAMESTATE->m_SortOrder )
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{
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case SORT_EASY_METER: dc = DIFFICULTY_EASY; break;
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case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break;
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case SORT_HARD_METER: dc = DIFFICULTY_HARD; break;
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case SORT_CHALLENGE_METER: dc = DIFFICULTY_CHALLENGE; break;
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case SORT_EASY_METER: dc = Difficulty_Easy; break;
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case SORT_MEDIUM_METER: dc = Difficulty_Medium; break;
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case SORT_HARD_METER: dc = Difficulty_Hard; break;
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case SORT_CHALLENGE_METER: dc = Difficulty_Challenge; break;
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}
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if( dc != Difficulty_Invalid )
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{
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@@ -1049,10 +1049,10 @@ Song *MusicWheel::GetPreferredSelectionForRandomOrPortal()
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continue; // skip
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// TRICKY: Don't require that edits be present if perferred
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// difficulty is DIFFICULTY_EDIT. Otherwise, players could use this
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// difficulty is Difficulty_Edit. Otherwise, players could use this
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// to set up a 100% chance of getting a particular locked song by
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// having a single edit for a locked song.
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if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_EDIT )
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if( GAMESTATE->m_PreferredDifficulty[p] == Difficulty_Edit )
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continue; // skip
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vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] );
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